Plague Inc.

Plague Inc. is a game where the goal is to unleash a deadly disease onto the world and drive humanity to extinction. It’s the feel-good game of the year! I played a game with a similar idea a few months back called Infectonator, but the activities in that title were more hands-on. In Plague Inc., your actions are mostly indirect. You choose a starting country for the disease, then spend the next fifteen or so minutes gradually evolving it. Give it resistance to climates, bacteria, or make it easier to spread. Ultimately though, you have to jack up what it does to humans, to the point that it causes them to die. Victory is achieved only through total human extinction, as I learned when a handful of healthy shitheads in New Guinea survived my first attempt at the game on Brutal difficulty. Fuck them. If I ever visit there, I’m going to walk around coughing on people out of spite.

I’ve been trying to warn people about this for years. Nobody listened.

Let’s get the good out of the way first: Plague Inc. is about as grim a concept as I’ve ever seen in a game, and without cutesy graphics or an over-emphasis on tongue-in-cheek humor (it’s there, but just as garnish), it can be kind of depressing to play. But, I can’t deny how exhilarating it is to watch the final healthy countries finally come down with the plague, or how satisfying it is when you get a pop-up informing you that humanity is going to go extinct and there’s nothing they can do about it. There’s also a variety of scenarios for you to mess around with, each with unique properties. Some plagues might give you less material to evolve the disease with, or it might kill too fast and you have to slow its progress down. Play sessions are short, lasting ten to twenty minutes. It’s not visually pleasing in the slightest bit (and sometimes the sound will cause your ears to bleed) but Plague Inc. is a perfectly good waste of time.

There are seven “stages” in Plague Inc., each representing a different form of disease to spread. The problem is, the strategies for those are all pretty much the same. I found what worked best was starting the virus somewhere in Africa (typically Egypt, which had both sea and air ports, plus after Moses I figured they’re used to this kind of shit), pump up its resistance to heat and cold, add a couple spreading agents, NEVER actually beefing up the plague myself until everyone in the world had it. Once I had this down, the game was almost too easy. Even the later twists and turns like the Bioweapon plague that kills victims too fast was a piece of cake. I never understood why “piece of cake” became the defacto nonchalance word for “easy.” Ever had my Daddy’s fruit cake? Shit will break your teeth.

There’s also some DLC, although there seems to be some confusion as to whether or not it can all be unlocked over the course of the game. I bought two pieces of it: the first was a worm one that I’m fairly certain can be unlocked by beating all the stages on Brutal difficulty. The second, a zombie mode, cost $1.99 and if it can be unlocked through the normal channels of the game, that’s news to me and to the game itself, because no reference was made of it. What’s weird about that mode is the price. The full game of Plague Inc. costs $0.99, yet this one single stage which is not significantly different from the main game (instead of a virus it’s zombies, which you also have to spend attribute points on. Yawn) costs $1.99. The game comes with one starting stage and seven more that can be unlocked, not to mention three “cheat” stages that completely remove all the gameplay (and thus fun) from the game. So for $1.99, you get an extra stage that costs double what the game costs and provides you with 11.1% of the content. I do believe that is one of the worst values I’ve ever seen in gaming. And I own a couple Vita memory cards.

Get used to screens looking like this, because there’s not a whole lot else to see. Except menus. Menus and a world map.

A couple technical aspects to complain about: sometimes the “click here” bubbles that pop up to give you DNA points are right on top of the pull-down menu, making them impossible to click. You have to zoom in and then scoot the map over to click it, and by time you do that, it’s probably gone. Also, some of the scrolling text is just lazy. There is no such country as “East Asia.” Yet, when the population of East Asia is wiped off the planet, the game says “East Asia’s government has fallen.” Okay, which one? All of them? Some of them? The important ones? Would it have been too much to ask that non-country regions in the game have different text? Guess so. But that’s really nit-picky. I do wholeheartedly recommend Plague Inc., even if the DLC left a bad taste in my mouth. It’s fun, and it’s a perfectly acceptable time sink. Maybe not as addictive as some similar titles (this one certainly won’t mess up my week the same way Infectonator did) but it gets the job done. Who knew destroying the world could be so fun? Now I know how congress feels.

12 Responses to Plague Inc.

*cough* I don’t know. Guess, one doesn’t really have to make a game out of every concept. I’d rather go back to the kitchen table, gather some friends and have a game of Pandemic. For me, there is more exhiliaration to be had when you manage to stop a deadly plague.

At first, I had problems getting to Greenland. That’s why I never “beef up” the plague and any free-mutations I get, I sell, besides coughing and sneezing, which spread it good without killing anyone or getting the cure sped up. I found 2x cold resistance + full water carrier worked best for Greenland, which can only be accessed by ships.

Once every person is sick, you can sell all the transmission mutations for 2 DNA each and spend them all on lethal mutations. Pulmonary Fibrosis, Organ Failure, Coma. Watch the body count go from 0 to billions in just a few seconds, and put all points you get (and you get them fast after that) on other lethal agents.